Wonderful World/Friede: Difference between revisions

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==Special Skills==
==Special Skills==
By using her Original Ability, Friede is able to recall all her currently summoned eyes, creating a small hitbox around them. If, instead of simply O, you input 22O, you will also consume 50% meter to gain 1 Darkness Volt charge, a fast projectile that requires charges to use is.
By using her Original Ability, Friede is able to recall all her currently summoned eyes, creating a small hitbox around them as they disappear.


Friede's dash and jump are replaced with fixed-distance teleports.
If, instead of simply O, you input 22O, she will recall her eyes in the same way, but you will also consume 50% meter to gain 1 Darkness Volt charge, a fast projectile that requires charges to use it.
 
Friede's dashes and jumps are replaced with fixed-distance teleports.


==Introduction==
==Introduction==
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=Any
  |description=Tiny jab with decent speed. Not very useful, but it can be used right after a jump-in, to keep the offensive up if the opponent attempts to Fatal Switch.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=Any
  |description=Friede spins and kicks the opponent. A little slower than her 5P, but has decent range and recovers quickly when it whiffs.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=Any
  |description=Mantle swing which has pretty good reach and offers good speed, making this your main poke tool and combo starter. It's also jump-cancellable, so it's a valid blockstring tool.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=Any
  |description=Another mantle swing, with bigger reach since it moves Friede forward. It's a little slower than her 5S but the increased range makes it another valid poke tool.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=Low, Air
  |description=Even smaller than her 5P, this normal really has pathetic range, but it is Friede's fastest normal and hits low. If you're not certain you'll reach the opponent, don't use this, as it is very easy to whiff it.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=Low, Air
  |description=Crouching kick that hits low and also has slightly better range than her 5K, meaning it's still pretty short, which is unfortunately the case for all of Friede's lows. If the opponent is ever-so-slightly off the ground though, this will whiff, so be careful against jump-happy opponents.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=Any
  |description=Very unique normal that releases a sparkle that slowly travels upwards. If you have the time to use this and backdash, it can be a great tool to discourage your opponent from jumping in. It is blockable in the air, but, on hit, it is untechable, so you can pick up the combo. It's also used in some combos.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=Low, Air
  |description=Low swipe that trips the opponent. Despite being a HS normal, its range is again pretty poor. Since it trips the opponent, however, it makes certain combos possible.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=High, Air
  |description=Air jab at chest height. The hitbox is pretty much just as big as the bat particle that appears, giving it very good reach for how fast it comes out. Good air-to-air tool, and also a good normal to throw out as you're landing if you happen to whiff some other air normal.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=High, Air
  |description=Air kick. Very small hitbox and extends Friede's hurtbox a lot. Rather poor normal, you won't use this much.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=High, Air
  |description=Downwards mantle swing. Good jump-in move, and also occasionally works as an air-to-air tool when you expect the opponent to jump after you.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
|guard=High, Air
  |description=Upwards-angled mantle swing. Excellent hitbox for air-to-air situations where your opponent is above you, and can be cancelled on hit or block. Crossing the opponent up with Friede's movement is a common occurrence, and since this normal hits behind Friede very well, it's a good tool to hit the opponent after jumping past them. When the opponent is behind you, hitting them or having it blocked will pull them towards you, making it easier to land Friede's smaller ground normals.
Downwards hitbox is much better behind her than in front of her, but it can be still used as a jump-in, as long as you use it late, otherwise it may result in a whiff.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard universal overhead, decent startup.
|guard=Mid
  |description=Friede's only air-unblockable normal and her only anti-air, unless you want to try intercepting jump-ins with j.P or j.HS. Her upwards reach is pretty good, but the horizontal reach is poor. Can be cancelled into 5S or jump. Commonly used in combos.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard universal overhead, decent startup.
|guard=High, Air
  |description=Universal overhead, nothing special about its range and can be jump-cancelled on hit only.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard universal overhead, decent startup.
|guard=High, Air
  |description=Friede halts her momentum and strikes downwards with a high hit. Afterwards, she bounces backwards. It can be useful right after j.B for an unexpected, fuzzy high. On hit, it does very little damage and forces knockdown, but you can air-dash cancel it to keep up the pressure as the opponent techs, sometimes with a cross-up, depending on the distance you were at when you used j.2S. On counter-hit, it will ground bounce the opponent and you can pick up the combo.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |description=Standard universal overhead, decent startup.
|guard=Any
  |description=Friede halts her momentum and strikes at an upwards angle with her mantle. Better horizontal reach than j.HS, but vertical reach is not as good. Will whiff on any grounded opponent. Despite how it looks, it can be blocked in the air. On hit, it will grab the opponent and throw them behind her and you can follow it with 236P, [4]6S, 236K if you have any Darkness Volt charges, or 214P/K/S/HS or O if you have a properly placed eye. It can also be used ever-so-slightly off the ground with a jump immediately followed by it, to catch a jump from a bit of a distance if you predict your opponent will jump.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|name=Evil Omen
|name=Evil Omen
|input=214P/K
|input=2146P/K
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
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Known bug: during the super freeze of this move, projectiles still travel and can hit her out of the super, stopping the eyes from being summoned. However, Friede will regain movement and the opponent will still remain frozen for remaining duration.
Known bug: during the super freeze of this move, projectiles still travel and can hit her out of the super, stopping the eyes from being summoned. However, Friede will regain movement and the opponent will still remain frozen for remaining duration.
|}
== Command Normals ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''Just Break - 6HS'''</font>  [ Overhead, Jump (on hit only) ]
|-valign="top"
| Friede's overhead launcher.
|}
== Normals ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''5P'''</font>
|-valign="top"
| A waist-level whack.  Not much range on this.
|- valign="top"
| rowspan="2" style="background:#EEEEEE" |
{|
| [[image:x.PNG|left]] || [[image:x.PNG|left]]
|}
| style="height:20px; background:#DDDDDD" | <font size="3">'''2P'''</font>
|-valign="top"
| A poke at the opponent's knees.  Again, not much range.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''5K'''</font>
|-valign="top"
| Spins to kick the opponent at waist-level.  Pretty quick, and has decent reach.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''2K'''</font>  [ Low ]
|-valign="top"
| Kick along the ground.  Decent speed and reach, easily her fastest low attack.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''cl.5S / 4S'''</font> [ Jump, Air Unblockable ]
|-valign="top"
| Swings arm upward.  Not too much reach horizontally, but pretty good vertical reach.  Can be done at far range by entering 4S.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''f.5S'''</font> [ Jump ]
|-valign="top"
| Swings arm in front.  Good reach horizontally.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font> [ Projectile ]
|-valign="top"
| Releases a sparkle that slowly travels upward for a bit.  Might be awkward to use, but seems to be completely untechable if it hits the opponent out of the air.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''5HS'''</font>
|-valign="top"
| A horizontal swipe much like f.5S.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''2HS'''</font> [ Low ]
|-valign="top"
| A low swipe which knocks the opponent down.
|}
== Air Normals ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.P'''</font>  [ Overhead ]
|-valign="top"
| A downward poke.  Much like 5P and 2P, has very little reach.
|- valign="top"
| rowspan="2" style="background:#EEEEEE" |
{|
| [[image:x.PNG|left]] || [[image:x.PNG|left]]
|}
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.K'''</font>  [ Overhead ]
|-valign="top"
| A horizontal kick.  Decent reach.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.S'''</font>  [ Overhead, Jump ]
|-valign="top"
| A downward angled thrust with her cape.  Good jump-in hitbox.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.HS'''</font>  [ Overhead, Jump ]
|-valign="top"
| Slightly upward angled cape swing. Hits behind her as well, so can be useful in a few situations where you're facing incorrectly when crossing over someone in the air.
|}
|}


{{WW}}
{{WW}}

Revision as of 17:07, 21 April 2019

Friede

Profile

  • Full Name: Friede (フリーデ)
  • Age: 574
  • Nick Name: Demon Lord Fang
  • Height: 135cm
  • Weight: 32kg
  • 3 sizes: B65 W54 H69
  • Likes: Afternoon tea time
  • Dislikes: Sunlight, ill-mannered people
  • Values: Mantle
  • Weapon: Familiar

Special Skills

By using her Original Ability, Friede is able to recall all her currently summoned eyes, creating a small hitbox around them as they disappear.

If, instead of simply O, you input 22O, she will recall her eyes in the same way, but you will also consume 50% meter to gain 1 Darkness Volt charge, a fast projectile that requires charges to use it.

Friede's dashes and jumps are replaced with fixed-distance teleports.

Introduction

Information on this page refers to version 0.938 of the game.

Character Specific Data

Total Life - 666

Normal Moves

5P
5P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Tiny jab with decent speed. Not very useful, but it can be used right after a jump-in, to keep the offensive up if the opponent attempts to Fatal Switch.

5K
5K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Friede spins and kicks the opponent. A little slower than her 5P, but has decent range and recovers quickly when it whiffs.

5S
5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Mantle swing which has pretty good reach and offers good speed, making this your main poke tool and combo starter. It's also jump-cancellable, so it's a valid blockstring tool.

5HS
5HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Another mantle swing, with bigger reach since it moves Friede forward. It's a little slower than her 5S but the increased range makes it another valid poke tool.

2P
2P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - - -

Even smaller than her 5P, this normal really has pathetic range, but it is Friede's fastest normal and hits low. If you're not certain you'll reach the opponent, don't use this, as it is very easy to whiff it.

2K
2K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - - -

Crouching kick that hits low and also has slightly better range than her 5K, meaning it's still pretty short, which is unfortunately the case for all of Friede's lows. If the opponent is ever-so-slightly off the ground though, this will whiff, so be careful against jump-happy opponents.

2S
2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Very unique normal that releases a sparkle that slowly travels upwards. If you have the time to use this and backdash, it can be a great tool to discourage your opponent from jumping in. It is blockable in the air, but, on hit, it is untechable, so you can pick up the combo. It's also used in some combos.

2HS
2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - - -

Low swipe that trips the opponent. Despite being a HS normal, its range is again pretty poor. Since it trips the opponent, however, it makes certain combos possible.

j.P
j.P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Air jab at chest height. The hitbox is pretty much just as big as the bat particle that appears, giving it very good reach for how fast it comes out. Good air-to-air tool, and also a good normal to throw out as you're landing if you happen to whiff some other air normal.

j.K
j.K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Air kick. Very small hitbox and extends Friede's hurtbox a lot. Rather poor normal, you won't use this much.

j.S
j.S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Downwards mantle swing. Good jump-in move, and also occasionally works as an air-to-air tool when you expect the opponent to jump after you.

j.HS
j.HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Upwards-angled mantle swing. Excellent hitbox for air-to-air situations where your opponent is above you, and can be cancelled on hit or block. Crossing the opponent up with Friede's movement is a common occurrence, and since this normal hits behind Friede very well, it's a good tool to hit the opponent after jumping past them. When the opponent is behind you, hitting them or having it blocked will pull them towards you, making it easier to land Friede's smaller ground normals. Downwards hitbox is much better behind her than in front of her, but it can be still used as a jump-in, as long as you use it late, otherwise it may result in a whiff.

Command Normals

4S
4S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - - - -

Friede's only air-unblockable normal and her only anti-air, unless you want to try intercepting jump-ins with j.P or j.HS. Her upwards reach is pretty good, but the horizontal reach is poor. Can be cancelled into 5S or jump. Commonly used in combos.

6HS
6HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Universal overhead, nothing special about its range and can be jump-cancelled on hit only.

j.2S
Pumpking Smash
j.2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Friede halts her momentum and strikes downwards with a high hit. Afterwards, she bounces backwards. It can be useful right after j.B for an unexpected, fuzzy high. On hit, it does very little damage and forces knockdown, but you can air-dash cancel it to keep up the pressure as the opponent techs, sometimes with a cross-up, depending on the distance you were at when you used j.2S. On counter-hit, it will ground bounce the opponent and you can pick up the combo.

j.2HS
Pain Nail
j.2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Friede halts her momentum and strikes at an upwards angle with her mantle. Better horizontal reach than j.HS, but vertical reach is not as good. Will whiff on any grounded opponent. Despite how it looks, it can be blocked in the air. On hit, it will grab the opponent and throw them behind her and you can follow it with 236P, [4]6S, 236K if you have any Darkness Volt charges, or 214P/K/S/HS or O if you have a properly placed eye. It can also be used ever-so-slightly off the ground with a jump immediately followed by it, to catch a jump from a bit of a distance if you predict your opponent will jump.

Special Moves

Doom Bringer
Doom Bringer
236P (Air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Immortal Dark
Immortal Dark
22K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Darkness Volt
Darkness Volt
236K (Air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Hollow Bind
Hollow Bind
[4]6S (Air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Poison Mantle
Poison Mantle
623S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Evil Eye
Evil Eye
214P/K/S/HS (Air OK)
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
P - - - - - - - - -

Description.

K - - - - - - - - -

Description.

S - - - - - - - - -

Description.

HS - - - - - - - - -

Description.

Soul Sucker
Soul Sucker
41236HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Finishing Moves

Evil Omen
Evil Omen
2146P/K
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
P - - - - - - - - -

Description.

K - - - - - - - - -

Description.

Night Walker
Night Walker
236236HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Combos

BnBs

Meterless, Anywhere: xx > 236P/623K
•Filler combo. Gives enough time to setup an eye.

100% Meter, (Near) Corner(?): xx > 5HS > 2146P > 5S (5HS) 623S > 5O 214HS4 > 5HS 214HS > 5HS 6HS 5O > 5HS 6HS > j.S (slight delay) j.HS > land 4S j.S j.HS > dj.S j.HS j.236P
•Tricky meter combo as seen in this video.

<Meter Cost, Location <notation>
•<description(if needed)>

Example Combo Ender <notation
•<description(if needed)>

Move Details

Specials

Doom Bringer - 236P (ground and air) [ <property1>, <property2> ]
Fires a laser straight forward. Quick to start, but pretty slow to recover. Wallslams. Guaranteed knockdown against opponent low to the ground, but they can recover after hitting the wall if they are high enough.
Poison Mantle - 623S [ <property1>, <property2> ]
A two-hit swipe with her cape which poisons the opponent. Pulls the opponent towards you. The poison ends as soon as the opponent recovers from your combo, so it's best to set up a way to continue afterwards.
Immortal Dark - 623K [ <property1>, <property2> ]
Barrier move. Slow on recovery. Knocks the opponent away. Works as a reversal. Don't get baited as it's airblockable and fairly easy to punish. Nullifies projectiles.
Evil Eye - 214P or K or S or HS (ground and air) [ <property1>, <property2> ]
Summons an Evil Eye. Each eye has an aura color, depending on which button was used to summon it: P = purple, K = blue, S = green, HS = red. These colors correspond to the four bat icons under Friede's lifebar. You cannot summon multiple eyes of the same aura color at the same time. (Note for mirror matches: the eye itself matches the color of Friede's cape - use this to differentiate who owns which eyes)

When summoning an eye, hit a direction (2/4/6/8) to change what direction it faces - the default is forward.

If this command is entered while the corresponding eye is already placed, it will instead fire a laser in the direction it is facing. You can continue to hit P/K/S/H to fire lasers up to three times. The lasers have pushback in the direction they fire, so you could potentially have one facing downward that causes knockdown on hit, or upward that causes a launch on hit. If you hit a button that corresponds to a not-yet-summoned eye, that eye will be summoned and you won't be able to add more actions until the animation finishes. Keep in mind, however, that when summoning an eye like this, you cannot pick the direction it faces.

Interestingly enough, this seems to be the only special move you can cancel directly into from Friede's Just Break (6HS).

Finally, hitting the original action button while any eyes are out will cause all of your eyes to burst, creating a small 2-hit explosion that launches and has great hitstun. This unsummons the eyes, allowing them to be placed again. Note that you can't do this (the O-burst) in the middle of another move, but you can cancel into it early from the recovery of special moves. Depending upon the number of eyes out, Friede will also gain certain amount of HP and counter gauge.

Soul Sucker - 41236HS [ <property1>, <property2> ]
Command grab. Drains life.

Finishing Moves

Night Walker - 236236HS [ <property1>, <property2> ]
A rush into an auto-combo on hit. Does pretty great damage.
Evil Omen - 2146P [ <property1>, <property2> ]
Summons all four evil eyes in front of Friede. This will even resummon eyes that are already placed elsewhere. You can still hit directions to change the facing of each eye.

While the animation looks real slow, everything is paused until it finishes, so it's actually pretty quick - you can even combo into and out of it, if you want.

Known bug: during the super freeze of this move, projectiles still travel and can hit her out of the super, stopping the eyes from being summoned. However, Friede will regain movement and the opponent will still remain frozen for remaining duration.


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